Base Class: Paladin
Tenets of Death: Some have different ideas of what constitutes as denying death and what types of life should be protected, but regardless the main ideas of the oath remain the same.
Pass the Torch: Ease a souls passing onto the afterlife and honor the memory of one of the Lord's creations.
Help Creation: Protect those who cannot fight or think for themselves and those who are helping nurse a new being into the world.,
Kill the Breathless: Let those who have denied death and prevented it be able to move on to the next stages of their existence by sending them to the afterlife.
Bear Fruits: Celebrate life with others and aid the creation of the next generation.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Icy Death. As an action You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target
Lifes Flame. As a bonus action, you choose and imbue a number of creatures within 30 feet, up to your charisma modifier with divine energy. Attacks the creatures make that deal damage deal an additional 1d4 radiant damage.
Channel Divinity
You can use your channel divinity to make the target feel the chilling presence of death. As an action, cast chill touch using your paladin spellcasting DC. This damage cannot be reduced in any way.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Preservation
You and friendly creatures within 10 feet of you have resistance to cold, fire, and necrotic damage. At 18th level the range of this aura increases to 30 feet.
Birth and Demise
When a friendly creature deals radiant or fire damage to a creature you can use your reaction to cast a known spell that deals necrotic or cold damage.
Grim Reaper
At 20th level you can assume a shadowy figure of death. For one minute you gain the following benefits:
*You are immune to cold and necrotic damage.
*You can move through other creatures and objects as if they were difficult terrain.
*If you end your turn in a creature, that creature takes 2d6 necrotic damage, and 2d6 cold damage, ignoring resistances.
Once you use this feature you cannot use it again until after a long rest.